Nebuchadnezzar
Savant
- Joined
- Sep 15, 2012
- Messages
- 188
I think Hiver exploded.
he never said anything about any of that shit.
I fact, he said exactly the opposite. He wants to have more character abilities and he wants to create content in which they can be actually useful. Over the whole game.
More abilities (skills) and more content.
Why the fuck would you take it that way when everything he said is the opposite of that?
Nah, no one's arguing for every build to be viable for every encounter.
It is one thing when I fail due to my own ineptitude at making strategic decisions. It is different when you fail because you cannot into clairvoyance.
I'm certain you're mistaken here.Nah, no one's arguing for every build to be viable for every encounter.
And doubly so here.As in real life, you don't fight the fights you cannot win - you pick those you stand a fair chance, and hope for the best in the rest. A failure should be embeded in RPG design. You simply cannot succeed at everything... but you can try.
It is one thing when I fail due to my own ineptitude at making strategic decisions. It is different when you fail because you cannot into clairvoyance.
They're one and the same, unless you mean that every challenge should be transparently predictable.
I fact, he said exactly the opposite. He wants to have more character abilities and he wants to create content in which they can be actually useful. Over the whole game.
More abilities (skills) and more content.
There's not going to be any real failing for anyone in PE. You get rewarded for it, that's the only time your skills improve and it's impossible to choose useless ones. I think this alone might be game ruining.
It's like level scaling but it scales YOU to be above the monsters at all times. It's got to be the worst idea I've heard. Something worse than any idea in DA, didn't even think that was possible.
(...snip)
You could NOT balance it, in which case the combat encounters will be satisfying for only a minority of players who happen to pick parties for which the combat was balanced.
You could provide alternative options to circumvent the combat entirely... which, again, is only satisfying for a minority of players.
You could provide ways for these non-combat characters to affect each combat encounter positively. Like, the Thief could steal all their swords which makes it easier for your limited supply of actual fighters to win the fight. But this kind of design is actually shit too because then EVERY combat encounter must include ALL options for EVERY possible character. Which means your RPG is crap, once again.
You could split combat skills from non-combat skills. ........ Hmmmmmmmm.
I don't see character creation as a win/loss scenario. It's making trade-offs. I'm good at these things, I'm bad at these things. A RPG where you think you're making a good character but it turns out to be bad at tackling most of the content and good at content that's barely supported? Terrible.That's horrid.There shouldn't be any bad choices.
Let me get this straight, the Codex, a place that will defend the need for you to be able to fail at any game if you're an idiot throughout, somehow is fine with making an exception of this for character creation, making character creation a "no-fail" gameplay element, because...What makes character creation different?
Doesn't excuse having bad options.For Frith's sake, isn't Eternity going to offer a respec?
Me too but there's a lot of info up-front that you don't know about. Even if it comes with a manual.I actually like having to dive into and learn a game to be able to properly construct my character.
Never said that. Every possible character build should be good at certain things, bad at others and there should be plenty of things.Every possible character build has to be exactly as useful.
Yep.Transplant all this logic to a Bethesda/BioWare design blog. And be honest with yourself. Would you still be defending it?
There's not going to be any real failing for anyone in PE. You get rewarded for it, that's the only time your skills improve and it's impossible to choose useless ones. I think this alone might be game ruining.
If skills are useless then why are they even there? Skills are actually the medium through which gameplay takes place. It's what both player and characters can do. Having useless skills defeats the purpose of gameplay.
Sure, not every skill should be the best solution in the given context, but the game ought to accomodate all of them and make them meaningful at all cost. Because they are the basic tools you will use in the interaction with the gameworld.
It's like level scaling but it scales YOU to be above the monsters at all times. It's got to be the worst idea I've heard. Something worse than any idea in DA, didn't even think that was possible.
Nothing like that has been stated.
If skills are useless then why are they even there? Skills are actually the medium through which gameplay takes place. It's what both player and characters can do. Having useless skills defeats the purpose of gameplay.
This is possible. However, they haven't made it clear either way, have they?I'll say it again, the problem with most of the Project Eternity-skeptics in this conversation is that they're approaching this game from a Fallout, heavily skill-based perspective, instead of from the D&D 3E CRPG perspective, where skills tended to be just one facet of your character's activity in the game.
This is possible. However, they haven't made it clear either way, have they?I'll say it again, the problem with most of the Project Eternity-skeptics in this conversation is that they're approaching this game from a Fallout, heavily skill-based perspective, instead of from the D&D 3E CRPG perspective, where skills tended to be just one facet of your character's activity in the game.
If the skills are going to have a similarly restricted implementation as found in D&D, which I'd be quite alright with, why have they kept talking about skills? I assumed that even though PE is "party-based" in terms of gameplay, it only allows initial creation of a single character, and thus they're probably giving skills a greater role just for the sake of character customization, which then must have their effects on gameplay to make them worthwhile.
I agree with St. Toxic, though, that it would fine be for them to do away with skill point allocation altogether.
This is possible. However, they haven't made it clear either way, have they?I'll say it again, the problem with most of the Project Eternity-skeptics in this conversation is that they're approaching this game from a Fallout, heavily skill-based perspective, instead of from the D&D 3E CRPG perspective, where skills tended to be just one facet of your character's activity in the game.
If the skills are going to have a similarly restricted implementation as found in D&D, which I'd be quite alright with, why have they kept talking about skills? I assumed that even though PE is "party-based" in terms of gameplay, it only allows initial creation of a single character, and thus they're probably giving skills a greater role just for the sake of character customization, which then must have their effects on gameplay to make them worthwhile.
I agree with St. Toxic, though, that it would fine be for them to do away with skill point allocation altogether.
Isn't it obvious? The game is an Infinity Engine successor. For the Fallout model see Wasteland 2. Now that's a skill-based game.
Also, they haven't talked about skills that much. It's just that people keep bringing skills up because Codexers are obsessed with the Fallout model and can't imagine anything else.
Ferret was the lead designer, he wrote the story outline and was responsible for the high level design and goals. Josh came in during the last six months of production and was focused almost entirely on cutting features/content and fixing bugs (he and Ziets also managed to quickly cram in some additional backstory for the King of Shadows so he became less of a generic evil villain). He had nothing to do with the combat.....
Saved?
it was worse?
I refuse to believe it.
EDIT:
Also, didn't Ferret WRITE the game and not design encounter? Or am I messing things up?
Isn't it obvious? The game is an Infinity Engine successor. For the Fallout model see Wasteland 2. Now that's a skill-based game.
Also, they haven't talked about skills that much. It's just that people keep bringing skills up because Codexers are obsessed with the Fallout model and can't imagine anything else.
His assessment of D&D/BG party creation is kinda off af far as I'm concerned. What makes it interestin is that you "need" different things - lockpicking/trap detection, arcane spells, clerical spells, physical DPS. Then you form out a party that somehow fills all these different niches, be it with the varying single-classes, multiclasses, or dual-classes. Actually forming smaller than max size parties is often more interesting to me since you need to cover more ground with less.Okay, Josh has responded to my comment: http://www.formspring.me/JESawyer/q/403090463432669271
Melnorme
You didn't address the "party-based" part of my question, though. _Should_ players even care how well any individual character in the party performs compared to another as long as the party as a whole manages to perform its tasks adequately?
Melnorme
Also, FYI, the reason I write "balance" in quotes is because I'm not sure the definition of balance you're thinking of is the same one most people think of when they read the word "balance". Balance of what? Power? Usefulness? Choose your words carefully.
JESawyer
Yes, they should still care because if there are weird imbalances in the party that are assumed to be solved with a "correct" party composition, that implicitly suggests "incorrect" party compositions. It's pretty common in D&D groups to "need" a healer.
JESawyer
Arguably in BG2 there are places where you absolutely need an arcane spellcaster. I think that limits potential party compositions and is not a benefit to the player.
JESawyer
I think we should move away from class designs that shove classes into a niche that have little/no overlap with other classes and then make content that effectively demands you have a character of class x/y/z to move forward.
JESawyer
From my perspective, it's actually not important if the player doesn't care about individual class balance. But I'm the designer, not the player. I can't see any benefit for myself or players for me to *not* consider balance and utility in their design.
What's your point?Well he's obviously referring to the basic archetypes, not to different types of warriors or different types of mages. Read the rest of our exchange.
Then who the hell designed the combat experience?Ferret was the lead designer, he wrote the story outline and was responsible for the high level design and goals. Josh came in during the last six months of production and was focused almost entirely on cutting features/content and fixing bugs (he and Ziets also managed to quickly cram in some additional backstory for the King of Shadows so he became less of a generic evil villain). He had nothing to do with the combat.....
Saved?
it was worse?
I refuse to believe it.
EDIT:
Also, didn't Ferret WRITE the game and not design encounter? Or am I messing things up?
Define combat experience. The adaptation of the system is on Baudoin. Act 1 content was John Lee, Act 2 was Eric Fenstermaker, George Ziets (though I think both of them came in late on the project, definitely certain on Ziets), and Jeff Husges. Act 3 was Constant Gaw and Tony Evans.Then who the hell designed the combat experience?
I have now a deep suspicion that everyone is trying to wipe their hands off that shit.
Define combat experience. The adaptation of the system is on Baudoin. Act 1 content was John Lee, Act 2 was Eric Fenstermaker, George Ziets (though I think both of them came in late on the project, definitely certain on Ziets), and Jeff Husges. Act 3 was Constant Gaw and Tony Evans.Then who the hell designed the combat experience?
I have now a deep suspicion that everyone is trying to wipe their hands off that shit.